third try. Changed a few formulas and added a few more.
Thanks to Hotel Detective for your great ideas.
Numeromancy
Nickname:
Bean-counters, mathemancers, Number-cruncher
“It’s all in the numbers”
As a kid you never got that “3 it’s the magic number thing”. All they did was list a bunch of multiplies of 3. It wasn’t till later that you figured it out. 3 is the first odd prime, 3 is the first digit of pi, all constructible angles are multiplies of 3.
And it wasn’t just 3, other numbers had magic too. You were just starting to understand it then. The math helped the more abstract the better, but they got it all wrong. They used the wrong notation, and didn’t bother studying the non-Arabic numbers. Roman numerals had their own powers, so did Babylonian stick numbers. Equations in Egyptian hieroglyphics took hours to write out by hand.
Then one day it all just clicked. Well not all of it, there was still so much more to learn, but something important did. You figured out how to USE that power, the power of numbers.
Numeromancy is the magic of numbers. Part numerology, part mathematics, Numeromancy takes the numbers we use to describe the world we live in, and makes a world for them. For a bean-counter, the fact that there are 10 crazed elephants charging you is more important than the fact that you’re being charged by crazed elephants.
Numeromancy has been around in various forms for a since ancient greece. However adepts were extremely rare and no two practices had that much in common. Recently though, there has been an increase of Number-crunchers in the Underground, and they all seem to know at least a few of the same formula spells.
The central paradox of Numeromancy is that numbers are only abstract. They were just something people made up to describe the things they observe in the real world.
Generate a Minor Charge: Spend at least 4 hours studying a large collection of numbers. The stocks page of the newspaper works fine. Or simply drawing numbers out of a hat and writing them down. The point is that have to try to find something out about these numbers that’s unusual or hidden, or just interesting (at least to you).
Generate a Significant Charge: Change the way you use numbers. Write only in roman numerals, learn a new branch of mathematics, or do all the questions in a trigonometry textbook in base 8. This should either be major insignificance or take at least a week’s worth of work.
Generate a Major Charge: Fine a completely new number or set of numbers of worldwide significance. So Pythagoras would have gotten a charge for the rational numbers, and that poor guy he killed would have gotten one for the irrationals. Pi, e, the Golden Ratio of the Greeks all could, and possibly did, generate a major charge for some lucky mathemancer.
Taboo: For a Numeromancer, his understanding of number is the only one that is correct. He cannot accept calculation from anything or anyone else. So no calculators, no accountants, and no letting your friend figure out the tip. Balance your checkbook might prove to be a bit of a chore.
Someone telling you their calculation doesn’t make you brake taboo, but you acting on it does. If the weatherman says that it’s going to be a nice day, you believe him. If he says theirs a 70% chance of rain and you grab you umbrella.
Blast Style: Numeromancy blast takes what’s already there and makes it much much worse. Existing injuries start adding to more then the sum of there parts, minor problems grow into huge dangers.
Random Magic Domain: Modeling and measurement. They assign values to things and manipulation them. And of course numbers, but only in the abstract.
(Changing the banks records to say that $1,000 is $100,000 might be okay, but moving the actual money would be a no no.)
What You Hear:
There is no biggest infinite, but there is a smallest infinite.
Both the Axiom of Choice and its negation can both be true under current axiomatic set theory.
There are over a dozen words in Sanskrit that were used to represent zero, with very different meanings.
If a number is natural it is contructible. If a number is prime it is natural. If a number is Rational it is real. If a number is natural it cannot be transendential. A irrational number can be contracted, but only if it’s a surd.
Most sets are ordinary, but some are extraordinary.
(I’m not kiddy this is all real)
Minor Formula:
Continuously Compounding Your Face In:
3 Minor Charges
If you don’t know what compound interest is go ask your bank, it could save you a good deal of money. Basically the more often your bank adds the interests on your savings, the faster it grows. Even relatively low power exponential formulas grow much faster when continuously compounded.
This is the Numeromancy minor blast. An existing minor injury becomes continuously worse of over several seconds. A paper cut grows into a knife wound or sunburn blisters and cracks, any slight injury will do.
The Numbermancer can continue the spell the next round by spending 2 more charges and making a successful magic check with a -10% shift. If he succeeds the target suffers a number of wounds equal to the sum of all the sums of magic rolls (in other words add all dies rolled for the spell so far, that’s how much damage you do that round). The spell can continue as long as the caster keeps spending charges and succeeding, but each round the shift increases by -10%.
“I told him that wasn’t very funny and that he’d hurt my head. He started asking for money again, but I’d already told him how he could get lots of it. So I did that thing where I get people to understand and leave me alone. It worked really well, I even got him to understand that Mr. Johnson doesn’t like it when I do that thing and he said he’d tell the nurse they were ‘stress fractures”.
-Anonymous, the Third Gospel
The Graphic Universe:
2 minor
Drawing graphs is an important part of any mathemancer’s, if only for this spell alone. This spell allows to caster to draw a graph that will change as the thing its graphing changes. Any type of graph can be used (pie, bar, line, Cartesian model, etc) but there are three rules: 1) all axis and variables must be labeled (code is useful here) 2) All numbers must be expressed as variables 3) No units may be given.
The graph continues to update itself for a number of days equal to the sum of the magic roll. Note that the graph assumes the original was accurate and simply changes the units to make it so.
The Value of a Number:
1 minor
You can immediately tell if a written or spoken number is intentionally false. This does not allow you to get around taboo, you don’t know if it’s true or not, just whether the person speaking it or writing it thought it was.
This spell can last for about 10 minutes or 10 pages, and can be extend for another minor charge without have to roll again.
Taxing the soul:
3 minor
This spell turns an enemy’s own numbers against them. By altering numbers closely tied to a person and a skill they use practice, the mathemancer can weaken that skill.
The spell lasts for a number of days equal to the sum of the dies rolled, and imposes a -10% penalty to a skill of the caster choosing. This skill must be tied to the numbers used to cast the spell.
A boozehounds bar tab could be used to lower his Dipsomancy skill, or his car registration number could lower his driving skill.
For each extra 3 minor charges the caster spends, the shift is increased by -10%.
Tracking Number:
2 minor
This spell allows the caster to know the exact location of a number he has written.
The number can written in any medium and in any numeric language he knows(Arabic Numbers, Roman Numerals etc.). A common use of this is to write a number on a piece of paper and give it to a person the number-cruncher wants to keep on an eye.
There are some problems. First the spell only tracks the number, and only its location. So if someone throws it away, you’ll never know until you realize it’s spending a lot of time in the local garbage dump. Also a given number written only once for this spell. If the caster attempts to find the find a second copy of a number, the spell shows the location of the original.
The spell last a number of hours equal to the sum of the roll. During that time the caster can locate the number with successful magic roll. This does not cost any charges and does not end the spell. If the number is destroyed the caster sees only nothingness (or maybe not).
“Some idiot once tried to use this to track a number he wrote in an email. The problem is all electronic numbers are just bits of code. You know 1s and 0s and all that. So he winds up tracking this email, and for a while every things alright. Until the asshole deletes the thing. Suddenly all the happy ones and zeros get thrown through some half-assed randomizer and spread across the database.
So when this moron goes to check on it, SPAT. Brain gets fried, literally, and I heard his soul got stuck as a demon slave to some crazy bat with an outdated Macintosh.”
-Margaret Esper, UofT dropout.
Significant Formula:
Qispy’s Factorial Energy Expansion Formula:
1 Significant
Oh Qispy, he took a building with him when he went. He figured that the only thing to get bigger than an exponential is a factorial. Later Number-crunchers were able to figure out how to use it on a far smaller scale.
This is the Numeromancy significant blast. This spell takes an existing source of energy an briefly increases it and an incredible rate. A lighter becomes a flame thrower; a stun gun becomes a lightning bolt. The kinetic energy of a blow or gunshot also works.
For an extra significant charge a minute source of energy, such as static electricity, cigarette butt, or a gentle touch, can be used to generate the blast.
Note: it’s generally accepted that Qispy is just a myth, but most modern mathemancers still credit him with the formula.
It’s All in The Numbers:
3 Significant
This spell allows you to find out the answer to one question in a group of numbers. This takes at least three hour of arcane analysis and thousands of pages of numbers. The answer is either short or vague, and sometimes both. This spell can be cast for one significant charge if ALL the numbers studied directly pertain to the question at hand.
Fienman Time Operations:
2 Significant
The spell lets an adept accurately predict the immediate future of what she is observing. Though amazingly accurate the spell’s range is very short. The adept sees a number of seconds into the future equal to the magic roll, and only knows what’s going to happen to thing she is directly observing.
Worse, the instant the caster deviates from the prediction she alters the future, and prediction is no longer accurate. So only way to know what is going to happen is to behave exactly as if you didn’t know.
For the duration of the spell, so long as the caster is not in combat she may choose to backtrack as far as the last die she rolled. She may reroll that die or choose to take a different action. Alternately, if in combat, the caster may get a +30 shift to initiative. If this puts her above people who have already acted this round she may have her action happen retroactively.
In either case the GM may rule that she gets a shift to the roll appropriate to the knowledge of the future she has gained. Afterwards the prediction is no longer accurate. All the caster knows after that point is what WHOULD have happened.
“According to chornonomic algebra, the present is nothing more than the future’s past. Therefore any equation modeling the future, most treat all representation of the present time variable, according to the position of the past time variable under Feinman Operations.”
~Quispy, “My Explanation of Everything, lecture notes”. The 1st Gospel of Anonymous
Example: When it turns out the meeting was a trap, Sandra desperately cast “The Fermite TIme Equation” rolling a success at 35. Four rounds into the combat one of the TNI goons shoots her in the leg. Sandra decides to deviate from the predicted history then, and instead increases her initiative to go before the goon and try and dodge the bullet.
Since Sandra knows where the goon is shooting, the DM rules she gets a +10 shift on the roll. She’s able to dodge the bullet, but since the DM’s feeling mean he tell her that if had been hit she still would have gotten out alive after another round of combat. The next 20 seconds she sees is just the empty warehouse, because that is all she is currently observing.
Aspect of the Null Set:
4 Significant
Similar to Taxing the Soul, this spell requires that you have access to numbers tied the person and a skill they posses. Unlike Taxing though, this spell only effects adepts and their magic skill.
For a Number-cruncher all magic comes from numbers, and other schools are just finding fancy ways to access a small set of them. By turning another mages numbers into the null set, he can temporarily negate their power.
For one hour after this spell is cast the target is considered to have no charges stored and a magic still of 0%. Afterwards the targets skill returns to normal and any charges they had are returned.
“Simon suggested ‘Power Outage’ or ‘Off Switch’ might be better names. But the truth is too dangerous to hide behind funny names. The null set is the ultimate void, containing not even a zero. This is not the black vacuum of space you fall into forever, this is absents of space to contain that vacuum.”
-Bay Street Poet
“And in the last room he saw nothing, and knowing nothing well he was not afraid. But in the room that was not there, he saw not even nothing. And at last he knew fear”
Anonymous, scribbled in margin, the 5th Gospel
The Irrational Prime Cipher:
2 Significant
The RSA system uses prime numbers to create almost unbreakable encryptions. When the system is used for irrational primes it becomes powerful enough to encrypt anything. The very concept of something becomes so irrational that it cannot be easily comprehended, nor but at the same time to basic to be explained any simpler.
The caster chooses one peace of information or concept that he wants to hide. The targets of this spell can not communicate this information to anyone else, and cannot understand anyone trying to tell them. Those who already knew still do, they just cannot explain what it is. This spell can target any number of people less than or equal to the tens digit of the magic roll. Each target can try to break the cipher with a successfull mind check once each hour, and gets an automatic mind check time they sleep.
Example: When cast on Alex Abel, the Number Cruncher chooses to effect Abel’s financial reports for Car sMart. While the spell is in effect, no matter how many times Abel reads his records he may gain a vague sense of whether his subsiduary company is in the red or the black, but can’t really grasp to what extent.
Abstract Example: A cruncher casts this spell on Officer Cletus Crowe, targeting a rumour about Mak Attax activity in the local area.
While Cletus may get a vague gist of what’s going on, he will miss out on important details of the rumour as they slip through the cracks of his mind.
“It’s ‘Revenge Of the Nerds’ meets ‘Carrie’ meets your face with a hacksaw, but not really. So would you play, you know.”
-Officer Marten after someone cast this on ‘Officer Marten needs backup’.